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Barrier damage needs to be checked on various difficulties.

3 replies [Last post]
Thu, 11/13/2014 - 01:09
Glacies's picture
Glacies

I am not alive but I thought this should be noted as I have constantly forgotten to note this.

Barriers, the item that a few people seem to remember exists has an interesting feature that I have yet to see anywhere within Spiral Knights: The damage scales based off of difficulty.

Now this seems different from any other pickup in the game but the damage does need updating. I figured this out during the last in-game Black Kat event but only mentioned it to Krakob whom I believe was AFK when I told him.

http://wiki.spiralknights.com/User:Acies/Barrier_Damage

Figured people who still play the game can check this out, specifically Skeptic if he's up for it.

Thu, 11/13/2014 - 08:01
#1
Bopp's picture
Bopp
thanks

Thanks for the note. I don't have time to deal with it right now. (And it's good to see you again.)

Sat, 11/15/2014 - 04:09
#2
Flowchart's picture
Flowchart

I took a look and it seems damage does change with difficulty, it seems to also be based on defense as it increases when defense is reduced (poison/disintegration ray) and does more damage on green minis (known to have low defense). However, damage isn't affected by attack bonuses or boosts.

d14, normal, slime: 29
d14, advanced, slime: 43
d14, elite, slime: 61
d14, elite, slime/venom veiler: 70
d14, elite, slime/disintegration ray: 77
d15, normal: 31
d15, elite, greaver/wolver/chroma: 52
d15, elite, devilite/slime: 68
d15, elite, slime/construct/gremlin, venom veiler: 78
d15, elite, slime/construct/gremlin, vial: 82
d15, elite, green mini: 112
d16, normal, construct/gremlin: 34
d16, elite, construct/gremlin: 74
d19, normal, alpha wolver: 39
d19, normal, others: 42
d19, normal, greaver: 47

I'm not sure why greavers take more damage on one level and less on another. It was during a danger mission so maybe they have more defense in some places.

Sun, 11/16/2014 - 08:03
#3
Skepticraven's picture
Skepticraven
↓

I have a hypothesis about how armor functions.
Armor has a "base" value that varies with difficulty. Elite appears to be either 0 or close to 0.
This would explain the random 100 armor in lockdown [because LD is on normal difficulty?].
This hypothesis fits Flowchart's data well. I've noticed this before with chaos armor against monster damage on different difficulties [Thwacker spin].

Unfortunately, other things have put my researching on hold for now.

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